My train is black. Created 18 years ago2006-07-31 13:34:38 UTC by Habboi Habboi

Created 18 years ago2006-07-31 13:34:38 UTC by Habboi Habboi

Posted 18 years ago2006-07-31 13:34:38 UTC Post #192106
I've looked into this for a while and it has got me stumped...I was experimenting with trains and my problem is thus far:

When I compile my map with a func_tracktrain that follows path_tracks it appears fine. But when I test the map I get this problem:

http://img259.imageshack.us/img259/9409/trainpleasework0000om3.jpg

On the right is the train assigned to func_tracktrain and as you can see is pitch black. The two on the left are func_detail with lights inside.

I've tried the following:

Since light, light_spot etc don't have a parent option I tried parenting the train to the lights...This just makes the train dissapear in-game.

So I tried light_dynamic but that doesn't seem to light it at all...Nothing...

So I tried just grouping them in Hammer and obviously that wouldn't work.

If I shine my flashlight on it then it lights up in that area where I have shone my light on. I've builtcubemaps etc and reset the map for affect. I have no more ideas and searched for a similar problem...No-one on my MSN lists knows what to do so can somebody please help...
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-07-31 13:49:10 UTC Post #192109
Train parts going inside eachother can cause the train to go allblack.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-07-31 15:07:48 UTC Post #192111
Do tracktrains need an origin brush or similar?
Maybe the train is pitch black because it is being rendered somewhere outside the map during compile...
Posted 18 years ago2006-07-31 16:44:51 UTC Post #192117
There's a similar bug in HL too.

This happends when an object, like a func_train in this case, is hovering above another brush entity, in this case, the track. Im pretty sure that track has been func_detail'ed. If you add another big brush under the track, the black should go away.
Posted 18 years ago2006-07-31 18:14:03 UTC Post #192123
Func_detail? What does func_detail do?
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-07-31 18:16:19 UTC Post #192125
Madcow: You use it to tie complex shapes together so it makes it easier to compile.

Muzzle: I'll give it a go, my train is floating quite a bit above the track mind...And the track is tied to func_illusionary to stop the train from getting stuck in it although the player still can block the train...How can I prevent this?

I know HL2 is more of a model based game now but surely brushed based trains still work.

I'll report back if it works.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-07-31 18:19:05 UTC Post #192126
Can't you make the train kill the player when hit?
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-07-31 18:31:16 UTC Post #192127
I think there's an option in the flags section that makes the train "unblockable by the player".... unless thats in the 1st tab... in any case, I think Kasperg might be right: is the train in an area that's pitch black before it's moved to it's 1st stop target? The train will take the lighting from its place of origin and keep it even after it moves to the 1st stop... which can actually be useful in some cases.
Posted 18 years ago2006-07-31 18:31:51 UTC Post #192128
You use it to tie complex shapes together so it makes it easier to compile.
In other words: its func_detail in HL2 is func_wall in HL.

Habboi: Im not into Source mapping (pain in the butt editor with annoying little changes) so i don't know. Maybe CLIP brushes work...
Posted 18 years ago2006-07-31 18:31:57 UTC Post #192129
Edit Below reply to Madcow...

Erm no I mean when they are inside the train, console complains that the player is blocking the train and it just stops until you either jump or move.

Anyway I tried putting an origin brush in it and tying that with it - No luck.
I placed a brush 'under' the track to no avail...

Madcows idea is impossible...I cannot make a train without some brushes overlapping slightly...Otherwise I get tiny gaps and the train looks badly made if done so.

Anyway I feel a few more pictures might help:

Flashlight on it: http://img246.imageshack.us/img246/457/trainpleasework0003vd7.jpg

Flashlight off:http://img412.imageshack.us/img412/8505/trainpleasework0004pa1.jpg

Also none of the textures are made for models...At first I thought that...I'm going to guess Madcow is right...But this complicates things, can any of you make a train without overlapping slightly? I don't think so...I have no idea what to do so I hope you do...
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-07-31 18:36:09 UTC Post #192130
The train will take the lighting from its place of origin and keep it even after it moves to the 1st stop... which can actually be useful in some cases.
This seems plausible..Wait it makes sense! I was looking at the blueshift map and the train started in a box under the map full of...LIGHTS!..I wondered what they were for!

I'll try now.

Edit

I just don't get it...I tried it with the box idea, I tried it first with light1 as the texture of the box and a few scattered lights.

That didn't work so I tried black and sky...Although I fixed the blocking the train thing thanks to the above.

I think I'll upload the map if anyone wants a go...

Edit*

Here:

http://twhl.co.za/mapvault_map.php?id=4064
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-07-31 21:06:46 UTC Post #192133
ill get it and have a look

EDIT:
Well, I got it, looked at the room where the train starts (its covered in black and it took me a while to find it :) ) and retextured the box so that it was brick, not black. That did nothing. I tried removing the cubemap that was tied to it and built them in game. That also did nothing. I made a new track train in a different room lit similarly to yours. The odd thing is that it actually got lit. So Im guessing that you will have to scrap this map and start over (and be sure to test it often too, so you may be able to isolate the problem more quickly), but before you do that, have a look at your compile log, there may be useful tidbits of info in it.

I hope this helps.
Posted 18 years ago2006-08-01 06:20:26 UTC Post #192157
Right I'll look at the compile log because it seemed ok but who knows...I might have missed some information.

So here's my question:

Did you make a new train and delete the old one and make that follow the track? Or did you make a new train, place it in a 'new' area similar to mine but didn't make it follow the paths? Cause when I tested this, it lit when I forgot to tell it to follow the paths.

Could you perhaps upload your attempted fix so I could see your actions and so forth.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-08-01 10:02:03 UTC Post #192173
Ah, yes: forgot to mention: I made a new train, made it follow a new path (2 path_tracks) in the same area that the tram follows. Ots in a sepparate room from the tram at it's origin and that room is light by a 750 power light. That one it up.

Ill do a couple more tests though: i just realized i missed some tests that could potentialy solve the problem.
Posted 18 years ago2006-08-01 10:30:35 UTC Post #192177
Alright well I'll give it a go anyway once I can get some free time...So if you don't mind could you test it some more for me...It will also be a good lesson for others anyway.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-08-01 11:12:32 UTC Post #192183
It will also b a good lesson for others anyway.
Indeed it is.

Ok, so I've figured out how to solve the problem, however I'm still unsure as to what the problem is. All I know is that it has to do with the train itself. What I did was turned the train back into a normal brush, then re-tied it to a func_tracktrain, and presto! it worked fine. There was clearly somthing in the train's properties, but I wasn't able to find it, so I might run some tests later and see if i can re-create the problem.

Give that a whirl and it ought to work

BTW, thats a nifty train build ;)
Posted 18 years ago2006-08-01 11:46:44 UTC Post #192191
How can it be imposseble?
I CHALLENGE YOU!
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-08-01 13:06:58 UTC Post #192200
I got it, FX ammount...It's set to 0 instead of 255...and FX Colour...
Thanks so much Rotator, you sir are in the credits.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-08-01 14:17:31 UTC Post #192208
Lol, I love silly mistakes.
Posted 18 years ago2006-08-01 15:18:06 UTC Post #192217
EDIT:

Deleted, because I realized was wrong. :)
Posted 18 years ago2006-08-01 17:06:29 UTC Post #192224
Always here to help :D
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